I think if I hadn't mistakenly killed him he would have gotten a lot of value out of his one-shots, as well.
I probably wouldn't have used them UNLESS I could secure juicebox's cooperation to refill the heartbeat. Getting myself conftown in exchange for dying just doesn't seem that valuable to me since I don't think anyone was likely to scumread me in the first place. Meanwhile, I wouldn't risk becoming lovers unless I could take a decent chunk of people down with me. Otherwise the risk of killing two town is too high.
It still feels too risky to use. I think Max's role is surprisingly
weak, given what it is. Being unable to be redirected was good, but the rest could be improved.
“A Heart Full Of Neutrality” (town):
(Auto) Steady Heartbeat: Your heartbeat is steady, unwavering, unshakeable, unchangeable. Your alignment cannot be changed, your action targets cannot be changed, and your non-Item abilities cannot be Disabled.
(Night) A Fair Arbiter [target]: You judge your target fairly. If and only if they successfully killed another player this Night, you learn their alignment. Otherwise, you do not.
(1-Shot, Night) Heartthrob - Neutral Ending [target]: You link your heartbeat to your target’s, and give them the Heartbound Status.
(1-Shot, Day) Speak From The Heart: You bear your heart, and reveal your unbiased justice. You reveal and mod-confirm your alignment publicly. At the end of the next Day after the execution, your heart gives out under the strain, and you are killed.
(Reference) (Status) Heartbound: Your heart beats in synch. If you are killed, the same kill also affects Maximum Spin. If Maximum Spin is killed, the same kill also affects you.
An Inspection Ability without confirmation attached isn't a strong Action, but this is tied to the number of Abilities that cause Inspections to be incorrect. This one's... fine, since he can't be redirected or bussed? Getting an alignment or a kill check isn't terrible. I'd probably make his Actions confirm its target after redirection instead, though (Because he's not going to stop the Actions or anything, but he's following that neutral heart of his.) This is beneficial for the scum, who had randomization Abilities, since they can have a bit of control over how powerful Max could be, but it also gives Max some ways to see redirection and bussing Actions himself. The only downside is that Max probably needs a second Action here instead of his Heartbound, which should be changed with
Knightwing's weird Auto Ability. Let Max Heartbound himself to someone and shift to their Alignment (consuming it) or rebind it if he wants. Max is a heart full of neutrality, so shifting sides at a whim feels much more in line with that. I think Heartbound acting as a suicide bomber isn't the right feeling for this role, nor is confirming your alignment. You want a Neutral Action, you go with Removal. It's a very upsetting type of action, but if you let Maximum Spin remove a target's role, (extra) votes, or Abilities, that's pretty neutrally-inclined, AND it's a great way to fight.
Power removal is the great neutralizer, bringing people to a level playing field.
Max's role not being affected by target manipulation makes it what it is, but his other Abilities are... pretty futile feeling. I have a feeling that he only inspects using that Role, and that there's zero instances where not inspecting is actually better (except in the case he described by working with juicebox, but that's not a combo I'd bank on being able to use.)
Surprisingly, Knightwing's role was what I found to be overpowered, given that he can gain permanent votes by redirecting and has a backup wincon and can gain more power in certain circumstances. The rewrite fixes the permanent votes, but still gives Knightwing a lot of power.
Knightwing has a jailkeep and a redirection. Those are strong Abilities on their own, as the Redirection can be used to find people whose Actions don't line up and as a pseudo-Protect (against all Actions, as well), and the Jailkeep is semi-confirmable by the target, as they'll be Roleblocked and Protected, ensuring that they don't die. He can pick and choose what the greatest threats are and pick the right Action for the job. Knightwing was given good options on Actions to use.
Knightwing being a Reality Warping Dragon with Dubious Morals having the jailkeep doesn't sound fully right. Protection doesn't feel like it'd be in his repertoire (though, I'd feel like a role like this could have a protection if you make the Action Morally Dubious, like having the protection work by delaying the Kills effects by a Cycle.) The redirection feels fine, but I feel like that's possibly a role that could actually deserve some random factors here (How much control could a reality warping dragon have, anyway?) Change it to 3 targets, and split the Actions randomly between the two. Reality warps should be things that are weird. I think the "With Dubious Morals" part here should be wanton carelessness in regards to their reality warping. If someone dies from his Abilities, that not
Knightwing's problem. That's their problem for being targeted by Knightwing! Like copying a Player's Action(s) from a previous Phase and using it on someone. Potentially dangerous, but oh well! Or stealing Actions from other people and using them on yourself! Knightwing doesn't feel like he should be an SK-Ally here. The role name feels more like a dangerously powerful psychopathic dragon that an SK would try to manipulate to bring about their goals. He'd do things like not care about rules to win, not kill everyone gleefully. (Assuming, of course, Knightwing is rolled Town here.)